If a charged unit has not moved, or, stood in place, it can attempt to evade the charge by rolling on the Critical/Pinned morale table with a plus 2 to its die roll.

If it passes; it will fall back directly to its rear(one normal move distance), facing towards the enemy and can fire during the fire phase. No other offensive action can be taken.

If it fails; it will fall back directly to its rear a 4 D6 move distance and is considered Shaken with all the ramifications of such.

The charging unit will occupy the vacated position and can reface/reform as desired.

Surrounded units can make no attempt to evade a charge. Their only option is to try and face about their “rear” rank (by passing a Critical Morale with a plus 2 die roll as above). If they fail they fight the Close Combat with a minus 1 from their combat die roll for each base.

Expediting Larger Games

Recent experience has shown that at conventions to expedite big games (8 or more players and more than 600 figures), it is advisable to disregard the random card firing procedure (page 5) and during the firing phase commence simultaneous fire with all elligible units on the table starting at one flank all along the front.

Mounted Leaders

Page 4,

B) Mounted Imperial Leaders get a plus 2 to their die roll in Close Combat if attached to a unit (done during a movement phase).

C) ... are killed with any 1’s rolled on the firing dice.

Page 6,

F) Unit Command Bases and unattached Mounted Leaders get a plus 1 to their die roll in Close Combat.

D20 Morale Tables

For each of the three (Pathan, Dervish, Zulu) Critical And Pinned explanatory paragraphs the last sentence should read. “Routed units cannot fire and if charged or fired at, they move 4 D6 towards the nearest table edge and off the table.”

Alternate Firing Procedure (V. Jay Stribling of The Jackson Gamers)

For the gamers who want heavier casualties from rifle fire and progressing weapon ranges this well conceived procedure is offered;

LONG range, 24” to 36” - roll one D20 for every 3 figures firing.

MEDIUM range, 12” to 24” - roll one D20 for every 2 figures firing.

CLOSE range, 12” and under - roll one D20 for every figure firing.

"Bugles, Boots ‘N Saddles" ~ Additions & Changes - 2005

Page 7; Add to end of 2nd paragraph under a. of C. Phased Cavalry, “If opposing units elect to activate an action simultaneously, the low die roller will perform his action first”.

After 3), under To make A Charge, add “Indians always Charge in Mass formation”

Page 8; Movement Table. Change Mounted Open Order to 2 dice +5” and Dismounted Open Order to, 1 dice +5”.

Under Firing Procedure add topic i. “When firing into “mixed targets” (figures of both sides in the fire zone), as hits are determined and casualty cards are turned, Face cards hit figures of the firer.

Page 10; Under Firing Table, delete the word “Mounted” from line regarding “...fire at 1/2 effect”.

And add a new segment under notes on “....reduced-scale rulers....” that reads. “Dismounted figures that did not move add 30% to their calculated hits”.

Page 11; Under A. Combat Procedure, segment d. add this line, “Only those attacking figures that make physical contact with defenders can fight”.

Page 15; 3. The Trading Post. The Gamemaster will determine the “burning” criteria.

Pertinent Notes

This Alternate Firing System is primarily designed for games where the Warbands have mixed weaponry (bows, rifles, spears, etc.).

The majority of gamers did not like the simple, but unrealistic arming of each Band all with the same weapons as suggested in the rules.

By the same token, most gamers preferred fixed 17 figure Warbands rather than the “random” size units outlined in the rules.

The question of “pinning” a unit in place by Charging it was also brought up. The simple answer, “the only way to pin a unit by Charging is to Charge a unit that has already made its’ move”! And please remember the subtleties of using The Phased Cavalry move.

"To the Sound of the Guns" and "Chassepot & Needlegun" - Addendum

When these rules were first published, they required that Morale be tested, "At the end of each Firing Phase that a unit takes casualties". Many gamers thought that was excessive testing of Morale during a game. I agreed, so the rule should now read, "Morale will be tested at the end of each Firing phase when a full base of casualties is removed from the table".

"To the Sound of the Guns" ,"Chassepot & Needlegun", "A Glint of Bayonets" and "Flames in the Punjab" - Some Options

Many of our rules feature Determination of Individual Unit Morale with a die roll. The result requires marking said unit with a color-coded plastic ring on the tip of the unit's flag. This is for ease of recognition and alteration at large convention games. However, many players decidely disliked the ability for all participants to scan the table-top and determine the Morale state of every unit. One option, of course, is to keep a written record of each unit's morale that only a player and Game-Master will see. This option is too cumbersome at big games with 10-16 players. Another, more pratical solution, is to buy multi-colored, removeable, round labels (3/4" dia.) at any office supply store. When Individual Unit morale is determined, merely place the appropriate color of round label on the underside of the Command base. Only the player and Game-Master now know the morale status of a given unit.